1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | |
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15 | */ |
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16 | |
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17 | #include "material.h" |
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18 | |
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19 | using namespace std; |
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20 | |
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21 | |
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22 | /** |
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23 | \brief creates a default Material with no Name |
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24 | normally you call this to create a material List (for an obj-file) and then append with addMaterial() |
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25 | */ |
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26 | Material::Material() |
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27 | { |
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28 | this->init(); |
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29 | |
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30 | this->setName (""); |
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31 | } |
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32 | |
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33 | /** |
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34 | \brief creates a Material. |
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35 | \param mtlName Name of the Material to be added to the Material List |
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36 | */ |
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37 | Material::Material (char* mtlName) |
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38 | { |
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39 | this->init(); |
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40 | |
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41 | this->setName (mtlName); |
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42 | } |
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43 | |
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44 | /** |
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45 | \brief deletes a Material |
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46 | */ |
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47 | Material::~Material() |
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48 | { |
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49 | PRINTF(2)("delete Material %s.\n", this->name); |
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50 | if (this->name) |
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51 | delete []this->name; |
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52 | if (this->diffuseTexture) |
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53 | this->diffuseTexture; |
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54 | if (this->nextMat) |
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55 | delete this->nextMat; |
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56 | } |
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57 | |
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58 | /** |
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59 | \brief adds a new Material to the List. |
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60 | this Function will append a new Material to the end of a Material List. |
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61 | \param mtlName The name of the Material to be added. |
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62 | */ |
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63 | Material* Material::addMaterial(char* mtlName) |
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64 | { |
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65 | PRINTF(2)("adding Material %s.\n", mtlName); |
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66 | Material* tmpMat = this; |
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67 | while (tmpMat->nextMat != NULL) |
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68 | { |
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69 | tmpMat = tmpMat->nextMat; |
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70 | } |
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71 | tmpMat->nextMat = new Material(mtlName); |
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72 | return tmpMat->nextMat; |
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73 | |
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74 | } |
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75 | |
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76 | /** |
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77 | \brief initializes a new Material with its default Values |
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78 | */ |
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79 | void Material::init(void) |
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80 | { |
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81 | PRINTF(2)("initializing new Material.\n"); |
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82 | this->nextMat = NULL; |
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83 | this->name =""; |
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84 | this->setIllum(1); |
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85 | this->setDiffuse(0,0,0); |
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86 | this->setAmbient(0,0,0); |
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87 | this->setSpecular(.5,.5,.5); |
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88 | this->setShininess(2.0); |
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89 | this->setTransparency(0.0); |
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90 | |
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91 | |
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92 | this->diffuseTexture = NULL; |
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93 | this->ambientTexture = NULL; |
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94 | this->specularTexture = NULL; |
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95 | |
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96 | this->diffuseTextureSet = false; |
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97 | this->ambientTextureSet = false; |
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98 | this->specularTextureSet = false; |
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99 | |
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100 | |
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101 | } |
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102 | |
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103 | /** |
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104 | \brief Search for a Material called mtlName |
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105 | \param mtlName the Name of the Material to search for |
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106 | \returns Material named mtlName if it is found. NULL otherwise. |
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107 | */ |
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108 | Material* Material::search (char* mtlName) |
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109 | { |
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110 | PRINTF(2)("Searching for material %s", mtlName); |
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111 | Material* searcher = this; |
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112 | while (searcher != NULL) |
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113 | { |
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114 | PRINT(2)("."); |
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115 | if (!strcmp (searcher->getName(), mtlName)) |
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116 | { |
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117 | PRINT(2)("found.\n"); |
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118 | return searcher; |
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119 | } |
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120 | searcher = searcher->nextMat; |
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121 | } |
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122 | PRINT(2)("not found\n"); |
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123 | return NULL; |
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124 | } |
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125 | |
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126 | /** |
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127 | \brief sets the material with which the following Faces will be painted |
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128 | */ |
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129 | bool Material::select (void) |
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130 | { |
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131 | // setting diffuse color |
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132 | // glColor3f (diffuse[0], diffuse[1], diffuse[2]); |
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133 | glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse); |
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134 | |
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135 | // setting ambient color |
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136 | glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); |
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137 | |
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138 | // setting up Sprecular |
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139 | glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); |
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140 | |
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141 | // setting up Shininess |
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142 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); |
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143 | |
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144 | // setting illumination Model |
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145 | if (this->illumModel == 1) //! \todo make this work, if no vertex-normals are read. |
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146 | glShadeModel(GL_FLAT); |
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147 | else if (this->illumModel >= 2) |
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148 | glShadeModel(GL_SMOOTH); |
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149 | |
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150 | if (this->diffuseTextureSet) |
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151 | glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture()); |
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152 | else |
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153 | glBindTexture(GL_TEXTURE_2D, 0); |
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154 | |
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155 | } |
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156 | |
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157 | |
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158 | /** |
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159 | \brief Set the Name of the Material. (Important for searching) |
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160 | \param mtlName the Name of the Material to be set. |
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161 | */ |
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162 | void Material::setName (char* mtlName) |
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163 | { |
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164 | PRINTF(3)("setting Material Name to %s.\n", this->name); |
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165 | this->name = new char [strlen(mtlName)+1]; |
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166 | strcpy(this->name, mtlName); |
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167 | } |
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168 | |
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169 | /** |
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170 | \returns The Name of The Material |
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171 | */ |
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172 | char* Material::getName (void) |
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173 | { |
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174 | return this->name; |
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175 | } |
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176 | |
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177 | /** |
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178 | \brief Sets the Material Illumination Model. |
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179 | \brief illu illumination Model in int form |
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180 | */ |
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181 | void Material::setIllum (int illum) |
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182 | { |
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183 | PRINTF(3)("setting illumModel of Material %s to %i\n", this->name, illum); |
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184 | this->illumModel = illum; |
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185 | // PRINTF(3)("setting illumModel to: %i\n", illumModel); |
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186 | } |
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187 | /** |
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188 | \brief Sets the Material Illumination Model. |
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189 | \brief illu illumination Model in char* form |
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190 | */void Material::setIllum (char* illum) |
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191 | { |
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192 | this->setIllum (atoi(illum)); |
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193 | } |
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194 | |
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195 | /** |
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196 | \brief Sets the Material Diffuse Color. |
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197 | \param r Red Color Channel. |
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198 | \param g Green Color Channel. |
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199 | \param b Blue Color Channel. |
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200 | */ |
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201 | void Material::setDiffuse (float r, float g, float b) |
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202 | { |
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203 | PRINTF(3)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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204 | this->diffuse[0] = r; |
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205 | this->diffuse[1] = g; |
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206 | this->diffuse[2] = b; |
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207 | this->diffuse[3] = 1.0; |
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208 | |
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209 | } |
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210 | /** |
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211 | \brief Sets the Material Diffuse Color. |
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212 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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213 | */ |
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214 | void Material::setDiffuse (char* rgb) |
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215 | { |
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216 | float r,g,b; |
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217 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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218 | this->setDiffuse (r, g, b); |
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219 | } |
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220 | |
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221 | /** |
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222 | \brief Sets the Material Ambient Color. |
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223 | \param r Red Color Channel. |
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224 | \param g Green Color Channel. |
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225 | \param b Blue Color Channel. |
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226 | */ |
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227 | void Material::setAmbient (float r, float g, float b) |
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228 | { |
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229 | PRINTF(3)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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230 | this->ambient[0] = r; |
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231 | this->ambient[1] = g; |
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232 | this->ambient[2] = b; |
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233 | this->ambient[3] = 1.0; |
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234 | } |
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235 | /** |
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236 | \brief Sets the Material Ambient Color. |
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237 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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238 | */ |
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239 | void Material::setAmbient (char* rgb) |
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240 | { |
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241 | float r,g,b; |
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242 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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243 | this->setAmbient (r, g, b); |
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244 | } |
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245 | |
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246 | /** |
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247 | \brief Sets the Material Specular Color. |
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248 | \param r Red Color Channel. |
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249 | \param g Green Color Channel. |
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250 | \param b Blue Color Channel. |
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251 | */ |
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252 | void Material::setSpecular (float r, float g, float b) |
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253 | { |
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254 | PRINTF(3)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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255 | this->specular[0] = r; |
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256 | this->specular[1] = g; |
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257 | this->specular[2] = b; |
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258 | this->specular[3] = 1.0; |
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259 | } |
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260 | /** |
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261 | \brief Sets the Material Specular Color. |
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262 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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263 | */ |
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264 | void Material::setSpecular (char* rgb) |
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265 | { |
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266 | float r,g,b; |
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267 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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268 | this->setSpecular (r, g, b); |
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269 | } |
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270 | |
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271 | /** |
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272 | \brief Sets the Material Shininess. |
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273 | \param shini stes the Shininess from float. |
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274 | */ |
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275 | void Material::setShininess (float shini) |
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276 | { |
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277 | this->shininess = shini; |
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278 | } |
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279 | /** |
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280 | \brief Sets the Material Shininess. |
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281 | \param shini stes the Shininess from char*. |
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282 | */ |
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283 | void Material::setShininess (char* shini) |
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284 | { |
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285 | this->setShininess (atof(shini)); |
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286 | } |
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287 | |
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288 | /** |
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289 | \brief Sets the Material Transparency. |
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290 | \param trans stes the Transparency from int. |
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291 | */ |
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292 | void Material::setTransparency (float trans) |
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293 | { |
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294 | PRINTF(3)("setting Transparency of Material %s to %f.\n", this->name, trans); |
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295 | this->transparency = trans; |
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296 | } |
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297 | /** |
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298 | \brief Sets the Material Transparency. |
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299 | \param trans stes the Transparency from char*. |
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300 | */ |
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301 | void Material::setTransparency (char* trans) |
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302 | { |
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303 | this->setTransparency (atof(trans)); |
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304 | } |
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305 | |
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306 | /** |
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307 | \brief Adds a Texture Path to the List of already existing Paths |
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308 | \param pathName The Path to add. |
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309 | */ |
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310 | void Material::addTexturePath(char* pathName) |
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311 | { |
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312 | PathList::getInstance()->addPath(pathName); |
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313 | } |
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314 | |
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315 | // MAPPING // |
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316 | |
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317 | /** |
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318 | \brief Sets the Materials Diffuse Map |
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319 | \param dMap the Name of the Image to Use |
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320 | */ |
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321 | void Material::setDiffuseMap(char* dMap) |
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322 | { |
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323 | PRINTF(3)("setting Diffuse Map %s\n", dMap); |
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324 | diffuseTexture = new Texture(); |
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325 | this->diffuseTextureSet = diffuseTexture->loadImage(dMap); |
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326 | |
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327 | } |
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328 | |
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329 | /** |
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330 | \brief Sets the Materials Ambient Map |
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331 | \param aMap the Name of the Image to Use |
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332 | \todo implement this |
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333 | */ |
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334 | void Material::setAmbientMap(char* aMap) |
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335 | { |
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336 | SDL_Surface* ambientMap; |
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337 | |
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338 | } |
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339 | |
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340 | /** |
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341 | \brief Sets the Materials Specular Map |
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342 | \param sMap the Name of the Image to Use |
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343 | \todo implement this |
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344 | */ |
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345 | void Material::setSpecularMap(char* sMap) |
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346 | { |
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347 | SDL_Surface* specularMap; |
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348 | |
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349 | } |
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350 | |
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351 | /** |
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352 | \brief Sets the Materials Bumpiness |
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353 | \param bump the Name of the Image to Use |
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354 | \todo implemet this |
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355 | */ |
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356 | void Material::setBump(char* bump) |
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357 | { |
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358 | |
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359 | } |
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